|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
1) Can Samurai take Cavalier Archetypes? I assume yes because the class abilities are all named the same thing but I haven't been able to find anything official.
If I were your DM, I'd say no.The Samurai is a separate class to the Cavalier - & yes some of their abilities
go by the same names...but then, so do many, many classes abilities.
Want an archetype - choose a Samurai one... or play a Cavalier...
As Aestereal said basically.
The Iron Wraiths are mentioned in book one, but pretty much not after...
However, what your question does answer for most of the DMs who have run/are
In order to do the AP the most justice, you should read all of the books ahead,
These forums provide soooooooooo frikken much information that will make your
I wish you good luck padawan - you'll need it for this AP! :)
As always, the rest of us are wailing at thy feet for the next incarnation of
That said - life is about living it... Glad you got to do something tres cool!
Buona sera T.A.U.
Just thinking more about your PCs.
Have you thought about the weapons they'll be using? It just seems to me that
That could create problems with balance however...but there are some obvious
One would also think that any magic would have to be innate - i.e. no wizards
I'll keep thinking.
T.A.U. - Love the idea. Especially about having a kid being ignored by the guards!
If I were you, I'd get up especially early on a weekend & watch some of the kids
On a side note - growing the kobolds to adulthood shouldn't necessarily be a
Have fun - sounds cool!
Why not give some benefit to the player? The way the question was asked - all
E.g. yes, get a castle, but why not also just keep the +6 to Diplomacy?
I WISH my players were that paranoid...
Nah - we won't lynch you Chemlak...
@ thegreenteagamer - speaking from experience - Chemlak's sheet ROCK's!
Personally, I'd go with the tree as a whole being normal, but being able to
I think that 1 tree is too little to put to any effective use in a building,
Barachiel Shina wrote:
but the game completely discourages, or does not allow, this entirely.
Or, you know, you could actually use the rules...There are things built into the rules that allow breaking the 50% 'rule'.
Some examples where the PCs might actually want to use some of their skills:-
There will be other skills that apply, or even spells...charm person anyone?
So - it can be done, just have to think 'box'...outside
As for the whole 50% thing - yup, game balance, but that can be explained if you
PCs are not merchants. They don't (generally) have a shop or other retail
As for PCs making stuff & selling it...that's a hard one.
Yup, and you could bring in the points system from Book 4 for the PCs to gainback the favour of said smallfolk...
I'd like to think that some of those PCs are in positions that they could, through
That way, they can play factions off within their own kingdom & actually have a
Why not? This is KINGMAKER..not wimp-maker... ;-p Honestly though...why not?
If you GM it right & they don't get upset with each other (i.e. the players, not
Of course, whilst they're doing that people elsewhere will be going w.t.f.?
* Kingdom's populace will start getting unhappy...& choosing sides...
Play with it. :)
Rats - you beat me to it...but thanks!
Glad you had some quality time away from us! ;-p
Okay - can't find it anywhere...so am asking my gaming buds! :)
Roads into highways.
It seems logically that a highway replaces a road & therefore the road benefits
However, if you do that, then (mechanically) what is the point of building highways?
I've gone with stacking benefits. Does anyone else have any sensible ideas?
It's that time again & I'm into a 5yr growth spurt with the PCs kingdom.
Just noticed something on my first run through at filling in the new sheet.
I realise that this is the new URule format, but is there any intent to have
Cheers bud. Hope you're having (had?) fun with your mate from overseas.
I ran something for my players beforehand also.
They were friends with a sorcerer named Morian from this: -
The Wizard’s Amulet is a short, introductory adventure for six newly created first-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain...
This adventure won the 2001 ENNIE for best free adventure...
They ended up pulling his bits out of the fire & his Daddy just happened to be
On the Urule sheet explain which ruler # is used for which position because that isnt clear, who is the ruler, high priest, hier, exc..?
Once you have typed in all of the PC & NPC names & stats, then go into the next tab 'Overall'.In that sheet look in the middle under 'Leadership'. In the 'name' field you can select from
drop-down boxes all of the leaders you typed into the previous sheet.
Whom you select is up to you, but most people look at the stats required to do each job &
...when the party Arcanist says "I don't care if the other party members want to go adventuring, I want to study Cyclops History for the next 5 years using all of the artefacts, clay tablets & pottery we just found in Vor Dakai's Lair. Oh, and can we build a university (instead of a museum) with a wing dedicated to those studies?"
Yup - already yoinked as a basis for my game! :)
So - you're welcome Rob (& I've yoinked some of your stuff in the past, so consider
So, this is my write-up. It allows me to explain parts of the story that they would
I have used writings by (in my game) Vor Dakai (Vor being an ancient cyclopean rank
A history (as translated by Simile) from Vor Dakai’s writings of all that has transpired. (Supplemented with interludes from Maestro Pendrod’s musings.)
In the age before Earthfall, the fortunes of Golarion were forged by vast empires like Azlant and Thassilon. Yet other empires existed in these ancient times as well — empires ruled not by humans but by creatures of legend. The cyclops ruled many such empires, notably one in Garund and another in north-western Casmaron. Yet as with their contemporaries, Earthfall brought an end to their rule. And unlike Azlant or Thassilon, the cyclops empires have been all but forgotten in the Age of Lost Omens.
Yet while the cyclops may have been forgotten, they have not vanished from the face of Golarion altogether.
One such remnant, deep in the Tors of Levenies, was the cyclops lich – Vor Dakai. Although the name has long been lost to history, Vor Dakai was once a notorious tyrant and necromancer in Casmaron’s ancient cyclops empire. Vor Dakai himself did not survive the uprising and turmoil that followed Earthfall during the Age of Darkness, yet ironically his name did. The least of his apprentices appropriated Vor Dakai’s name in the hope of using its power to rebuild an empire; yet in the end, this task would require more than notoriety. This new Dakai became the last Vor when those she was attempting to command rose up against her and, in an ironic turn of events, trapped her in a crypt of her own design, hidden away at the westernmost edge of Casmaron, in a minor mountain range oft overlooked by explorers and colonists.
As thousands of years passed and Vor Dakai’s torpor changed into an ageless slumber, her name persisted in the legends of the region’s centaur tribes. Tribal shamans, inspired by visions, often brought the centaurs to a steppeland called the Dunsward in the region near Vor Dakai’s tomb, where they tasked their tribes with the sacred duty of guardianship over the Valley of the Dead — the legendary entrance to Vor Dakai’s tomb. These shamans saw that the ancient cyclops tyrant did not rest easy in her grave, and they foresaw a time when her wickedness and the pent-up evil of the extinct cyclops empire might one day be released by the unwary to plague the lands again.
“In the last few thousand years, the Nomen Centaurs have faced less exotic enemies and fears — Taldor’s expansion into the Stolen Lands led to much warfare between the Nomen and humanity and helped to maintain the Stolen Lands’ reputation for being inhospitable to civilization. Even as the domain of Rostland was forged, Taldan colonists ripped through the centaur war herds to the south, pushing them to the fringes of their former rangelands and farther and farther from their guardianship and traditional homeland. With the back of the centaur resistance broken and driven into the hinterlands of their new colony, the Taldan forces focused their efforts elsewhere and the cairn stood once again unguarded and largely forgotten.”
So great were the effects of this war that much of the Nomen’s lore and identity were lost as well. The original reason for their guardianship was forgotten within a few generations and transformed into a territorial aggression that extended around the eastern fringes of the human lands. When Taldor finally abandoned the Stolen Lands, the Nomen were hesitant to return to the Dunsward out of shame and fear. By the time Choral the Conqueror swept north through what would become the kingdom of Brevoy in 4499 AR, the Nomen centaurs were marginalized and largely forgotten, and the region of the cairn was a remote wilderness area of little to no interest to the new civilization of the area.
This status quo has remained over the last 200 or so years—until now, that is. When the swordlords of Restov sent agents south into the Stolen Lands, a new colony — Varnhold — was established at the edge of the old centaur rangelands, and along with these settlers came an ambitious treasure hunter named Willas Gundarson.
Ingratiating himself with Maegar Varn, using Varnhold as a base of operations and following an ancient map copied from an even more ancient tablet recovered from deep Casmaron, Willas hoped to find a previously undiscovered hoard of ancient treasure. Unfortunately for Willas, he mistranslated the ancient tablet—and what he had assumed was an indication of vast magical wealth was actually a warning of vast magical danger.
Armed with his mistranslated lore, Willas ranged far and wide while Varnhold was being established, operating under the guise of scouting to determine the lay of the land and identify any potential threats facing the fledgling colony. It was on one of these journeys that he discovered the site of Vor Dakai’s Tomb and crossed the deep waters of the Little Sellen on a folding boat. On the island, he located wards designed to prevent intrusion and grasped something of their dire nature. He was about to turn back when he glimpsed a cache of treasure just a short way down the corridor leading into the tomb. Greed forced aside common sense, and he crept inside to investigate — but as he did, he felt the ancient warding alarms go off. Pausing only to snatch a single jade bracelet, he fled the tomb and retreated back across the river.
Though all remained quiet as he watched from the far shore, he knew he had triggered the guardian wards and had a bad feeling about what he had done. He hurried back to Varnhold with the bracelet and adjusted his tale to say he had found it on the river bank, hoping to hide his momentary lack of judgment. Unfortunately,
“Lord Varn, being something of an amateur archaeologist and historian himself, took a great interest in the jade treasure Willas had returned with, and tentatively identified its markings as being associated with the Nomen centaurs, the tribe with which his colony was involved in conflict. Believing the “bracelet” to be a prehistoric artefact of that culture, he sent word me, an old colleague from Oppara — a scholar who specialises in Casmar antiquities.
I was in the beginning stages of composing a sweeping epic opera dedicated to the millennia-sweeping history of the Iobarian steppes and gleefully accepted word of the artefact as evidence of a link between the Nomen centaurs and those of ancient Iobaria. Immediately, I set out for Varnhold to study this magnificent find and its provenance.”
Yet Maestro Pendrod was not the only individual interested in the “bracelet”, for with its theft and the activation of the tomb wards, the long-dead cyclops Vor Dakai had wakened. Turning her oracular powers to the recovery of the ring and the location of the thief, the lich located both in the settlement of Varnhold.
Faced with a new world of wonder, she began to send her minions out into the world to explore – and bring back word of how the world had changed. Vor Dakai became particularly obsessed with the audacious human who had unintentionally freed her, and upon noticing the theft of the jade bracelet, set about tracking the thief back to the settlement of Varnhold. Unleashing ancient cyclops magic calling forth all of the colonists in a daze, Vor Dakai captured each of the villagers in soul jars. She emptied the settlement of its inhabitants in a single night of horror. Up until your intervention, Vor Dakai had studied the lore she learned from Varnhold’s vanished folk and draws her plans to establish a new empire.
Her writings also dwell upon the amount of power she has lost over the eons of her slumbering. It is a sobering, but clear fact that had you met her in her full glory – the outcome would likely have been somewhat different… With her kin gone from the region, and considering the current locals as mere worms, the undead cyclops was confident that this time, her’s would be a lasting rule…she had not reckoned upon the fury of the rulers & adventurers of Greenland!
My players did exactly that & we just finished the big V fight last week.
This may not help, but what I am doing is hand-waving all of the other adventures
It's my way of progressing the story & not having them go backwards or forgot
We'll be doing 5yrs of kingdom building & then will start the next book.
It's going to work out for me because one of the players has decided that his PC
I was just about to post the write-up of that when I saw this...
I'll second Turin - plan ahead.
Including by predetermining the 'random' encounters. (both wilderness encounters
There are some cool Golarion calendars out there - find one & use it in your
Love Turin's suggestion re using seasons for building, rather than months. Wish
Lastly - read these forums. There is a HEAP of good sh*t on here - use it!
It's all down to the individual game...
There are currently some countries getting along quite happily in the modern
At the end of the day - it depends what you get back, not necessarily what
Does that count? ;-p
I think that, for time challenged GM's like myself, the AP could quite easily
My group has been playing (real-time) for what...3? years, & have just about
Ideas please Red?
I learned my mistake about taking Extra Revelations at level 1, but I don't believe that I am wrong about using a revelation to get Weapon Focus. The reason being is that the Weapon Mastery Revelation says at the very end that the feats gained by it do not need to meet the prerequisites. Now, correct me if I'm wrong but I think +1 BAB is a Prerequisite I wouldn't need if I could take this revelation.
Question...but how can you take a Revelation giving you access to an ability that lets you ignore pre-requisites...if you don't have Revelations yet?